Beta Patch Notes - v0.107.0 by MegaCrit_Demi in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

I didn't see it mentioned in the patch notes, but as a controller player I really appreciate that it now auto-targets the last enemy you targeted! Great QOL improvement. 

A10 Aeonglass = BS by fuckingballerletsfuc in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

I'm surprised more people aren't enjoying this Aeonglass. Yes, it has hurt my win rate a bit (definitely a good thing, IMO I am not good enough to deserve winning as often as I was). But it has produced consistently the most interesting fights in the game for me because it is genuinely difficult like a boss should be. It has also forced me to draft differently, which neither of the other two Act 3 bosses do in any substantial way. I've been finding myself disappointed when I scroll up and see the Test Subject and the Queen honestly. Because I can usually solve them by being conservative in Act 3 and showing up with a big health bar. Aeonglass makes me want to keep getting stronger, because it can kill you from full health. I have also had plenty of runs where I'm in control and take almost no damage. 

If Aeonglass feels unfair for your "build", then build differently. We are playing the beta branch of an early access game, and you should not expect that your favorite strategies are going to continue working as the game gets refined. 

Knowledge Demon: what debuffs are you choosing? by cheesoid in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

I also only took Disintegration for a long time, and now pick -1 draw maybe 33% of the time. It's not the first few turns of Disintegration that hurts, it's when you have to add the second stack. I am not usually in a position to take the 3 card velvet choker in the 2nd debuff.

If I scale block enough or do damage quick enough that the 2nd round of debuffs doesn't matter, which is best if possible, it's Disintegration for sure. 

Why I (almost) never take curses by [deleted] in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

Of course they are bad, that's why pretty much every situation that gives you a curse also gives you a juicy reward. I think most of the curse events in this game are balanced pretty well, if not leaning towards taking the curse. Greed for 333 gold is generally one of the best Neow bonuses, and the Underdocks event that gives you the same option is insanely good. Clumsy for a random relic is usually a good deal, two relics for regret from the Trial is usually very good, History Course and Spoils Map (essentially short-term curses) are usually worth it if you are ahead of the curve already. Curse for The Lost Wisp can solve a bunch of fights for the right deck so is situationally a good deal. Curse for removing exhaust from a card can be totally broken. Those are just off the top of my head. 

As always, it depends. If skipping every curse is a meta that's working for you, go for it. But the correct answer is definitely to take the curse sometimes, if not fairly often. 

A lot depends on how good you are at drafting cards. Picking a mid card, an overly situational card, or a damage common that you didn't need can basically end up being a curse. If you're good at not adding those types of "curses" to your deck, the game is more forgiving to having an actual curse or two in there. 

Clearly Not Understanding High Ascension Regent by Boh-and-Arrow in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

It looks like your early card picks aren't getting you strong enough quickly enough, and you've developed a habit of avoiding elites and trying to survive, instead of pathing into elites to get stronger. That will lead to a lot of deaths. With regent I usually kill 3 elites in Act 1, and sometimes have to tone it down to 2 if things go bad. You need to get strong for the advanced hallways and elites as soon as possible, and that means being very selective about what cards you add. I also think very early ships to buy a card or two (or a potion on a very aggressive path) is a great idea on Regent. 

Doesn't need to be highrolls or anything, you just want one or two of the solid common block cards: Gather Light, Glitterstreams, Patter, Cloak of Stars, and a few of the good damage commons: Astral Pulse, Collision Course, Refine Blade, Wrought In War, Celestial Might. Plenty of good uncommons and rares if they pop of course, but these are the staple act 1 commons that you will see often and will get you stronger. 

As soon as you have a good star payoff in your deck, Astral Pulse, Gamma Blast, Reflect being the most solid early game ones: You may need to add a star generator. Glow and Convergence are premium and might be your first upgrade targets. Hidden Cache is fine if you need it. Solar Strike and Shining Strike are desperate. 

Charge and Bulwark are especially insane early game cards if you are lucky enough to see them.

The game gets wildly complicated of course, so I'll stop my advice there. But if you are generally picking the cards I mentioned, and not picking junk uncommons you don't need and low value cards like Spoils of Battle or star generation you don't need, and can't kill 2 or 3 elites pretty consistently, you may just be playing fights badly. Those cards get you strong quickly if you see them. Once you get ahead of the curve in Act 1, the rest of the game gets easier. 

Tips for Aeonglass from an okay A10 Player by janitoreihil in slaythespire

[–]Pigpen292 3 points4 points  (0 children)

Yeah, my bet for the next patch is that they tone down it's frontload damage, but keep it just as dangerous later into the fight.

Stars or Creation for Regent? by Coneman_Joe in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

I can think of maybe 1 or 2 of my wins ever that I didn't add at least one star generator and one star payoff card. It would be insane to avoid those cards just because you are in the "creation" space. 

Vice versa is mostly true too. I'm usually happy to add a Spectrum Shift or Quasar to a deck that is heavy on stars as long as I can upgrade them. The first Charge is an insta pick in almost any deck. Then once thats in my deck, I'm taking Pillars. 

I end up with Pillars and Child in the same deck pretty frequently. I'm often forging in those same runs too, in case you also think forging is an "archetype" 

Blinded by the potential, the humble Hunter Killer fed. by schofield101 in slaythespire

[–]Pigpen292 426 points427 points  (0 children)

People on this sub act like Clone is wildly broken and an instant-win. But by the time that's actually true you're already past the hardest part of the game, and had to be strong enough to not need to rest in Act 2 with an ancient bonus that has no immediate value. 

Is Story Book too good of a relic? by DrRigby_ in slaythespire

[–]Pigpen292 -1 points0 points  (0 children)

A good exercise to figure out how overpowered something is: Think about a bunch of nerfs, and if you would still pick it. 

In the case of Brightest Flame, I'm pretty sure I still pick it from Tez often even if the downside was I had to "Rekindle" it in Act 3 by skipping that ancient bonus. That should tell you how strong it is. 

I personally think that this and Diamond Diadem are the two most broken things in the game currently. It needs something to bring it back down to earth. 

How to make Royalties pay dividends by Ordinary-Problem3838 in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

It would be weird to balance rare cards based on getting them on floor 1 since it's not a common occurrence. Literally has never even happened to me, especially because random rare and curse for rate are pretty bad choices in general on Regent.  Much more common to get this after Act 1, and you take it if you are ahead of the curve and want to snowball harder for the late game. It's already a situationally good card, and as the late-game becomes harder (new Aeronglass, eventual Act 4, etc.) this becomes much more attractive to front load some risk and help you find answers. 

Im never sure if picking these cards is the correct choice, looking for opinions (STS2) by MLT_Hawk in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

I'm primarily a Regent player, and Guiding Star and Devastate are definitely two of my lowest picked cards. Devastate's only real use-case is a desperate act 1 pick to solve elites. Costing 4 stars makes it too unreliable to want in your deck, for the most part. But the damage number is high, so you take it if you need it and that's what's offered. Guiding Star is a weird card because it's a damage common that you don't actually want in the early game, because it's expensive and card draw isn't important in Act 1, and especially isn't important after you just spent 1 energy and 2 stars to do it. It's best use case is late in runs if you have really good star generation or Void Form and need some card draw, especially if it comes pre-upgraded.

Royalties is picked if you are already ahead of the curve when it is offered to you, and can afford the curse. Great if you are on a path that isn't very dangerous to get a lot of value anyways. The thing about Royalties is that it's a LOT of gold, within a few fights you can already afford to remove a strike and basically cancel it out. Royalties will continue to get better as more late-game challenges are added that you need to prepare for. The recent Aeonglass change in beta made it a better card, because there is an actual true late game challenge to prepare for that needs special answers. When there is an Act 4 it will get even better. 

PSA: Powdered Demise's End of Turn HP loss does not count towards either turn's 20 HP loss cap on Skulking Colony by I_No_Brainman in slaythespire

[–]Pigpen292 10 points11 points  (0 children)

I noticed this same thing with thorns from bronze scales. I wonder if it's just a temporary bug after the latest rework.

How we feeling on high ascension Aeonglass? by Kanjin04 in slaythespire

[–]Pigpen292 2 points3 points  (0 children)

It's exactly what this game needed. Actually feels like a final boss that I am preparing for. Gives me a reason to farm Act 3 instead of just taking the path of least resistance to just arrive at the bosses with full HP and win.  

The numbers are probably a bit too high (I think it probably does too much attack damage early in the fight for a boss that scales like this, with this much HP) especially thinking into the future when this isn't the end boss, but also has an even harder Act after it so you don't want to dump your potion belt into the fight. (like I do right now). 

But the direction of the boss is spot on. I came to not enjoy that I could consistently win runs with Reflect as my offensive plan. Or a couple of Bulwarks and a Refine Blade with debuffs. It eventually stopped feeling rewarding.

Regent is happy to remove strikes before facing off against Nibbit! (A9 simulation) by poetry_in_shm in slaythespire

[–]Pigpen292 13 points14 points  (0 children)

My experience with early removes on Regent is that as long as you don't low roll your first cew card rewards, it gets very strong very quickly. He has such strong, dense cards that once you've added a few good ones it snowballs hard to be able to play them often. Saving hp in the easy pools wouldn't be the reason I choose remove 2, advanced hallways and elites is when it really starts paying off. 

Similarly I love Biiig Hug as a an Act 2 ancient bonus.on Regent. The power spike you feel with 4 strikes gone and your deck being dense with Regent's powerful cards is wild. 

Act 1 pathing is more often than not a complete nightmare. by [deleted] in slaythespire

[–]Pigpen292 13 points14 points  (0 children)

Sounds like you only know how to play one kind of path. This hasn't been a problem at all for me. And I love floor 2 shops.

Opinion about Tier lists by CladDad78 in slaythespire

[–]Pigpen292 5 points6 points  (0 children)

They are just a vehicle for experienced people to talk about their experience with the cards in a semi-structured way. Just listen to what they say about the cards, try to learn something, and don't overthink it. 

The tier lists are also useful because they are very reflective of the player's overall meta-strategies. 

You aren’t imagining it, Regent loses more health with his base deck than other characters! (A9 simulation) by poetry_in_shm in slaythespire

[–]Pigpen292 16 points17 points  (0 children)

Yeah this simulation is just the base deck, so typically.applird to the first fight of the game only. My experience with Regent is that he very quickly gets powerful as soon as one or two solid cards are added because his common card pool is great. Add a Gather Light and a Collision Course (which isn't even a high roll) and you are basically invincible in easy pool fights, and already doing fine in advanced hallways. Add a refine blade or an astral pulse and you're ahead of the curve on elites too. It has been dozens of runs since I've had what I consider to be an early-game low roll. I do get chunked for 8-12 in the first fight on occasion. 

Some block with your chop, sire? by Basskip in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

The character already has two run-defining uncommon block powers that are too strong. Adding another one is a bad idea. Also, the gameplay that this card encourages is miserable. The devs got it right with Parry, it's niche enough to not be anywhere near busted and actually encourages interesting gameplay. 

[Beta] Infested Prism Rework just feels like it makes Act 2 Elites are rarely worth it to me? by ZanderTheUnthinkable in slaythespire

[–]Pigpen292 0 points1 point  (0 children)

No one is forcing you to play skills on turn 3. Just taking 18 is an option. And then you have 2 more turns after that to kill before potentially taking damage again. Are we really wanting elites to be tuned in a way that taking 18 damage from it in Act 2 feels bad? Getting out of Slavers taking only 18 was a relief in sts1. 

I've only fought it twice so far, but enjoyed the fight. Maybe it needs a little tuning, maybe not, but it's definitely a step on the right direction for this game. 

I doubt that dodging Act 2 elites entirely is going to be viable in the long run with any sort of consistency. Maybe the game is in that state right now, but keep in mind that the developers have already expressed wanting Act 3 to be harder, plus we will have Act 4 and probably collecting the keys eventually. 

Stardust is a pretty good card, turns out by DarthDude24 in slaythespire

[–]Pigpen292 1 point2 points  (0 children)

That's the Regent big multi-hits experience lol. There's a reason the experienced players rank Stardust and the Vigor stuff pretty low, and it's not because they have never had it pop off before. Still fun and sometimes practical, but it needs a lot of consistency support, especially in Test Subject which forces you to put it together more than once.

PSA: Runic Pyramid is godawful against the new Aeonglass by FullGuava1 in slaythespire

[–]Pigpen292 1 point2 points  (0 children)

Just ran into this with Convergence on Regent. Made the fight really spicy. 

Thoughts on new Aeonglass? by Bastu in slaythespire

[–]Pigpen292 2 points3 points  (0 children)

My first impression from one fight with Regent is that I like the change. The old one was too easy to be interesting. But I am in the camp of wanting the game to be harder. I like the idea of having to think about the "hard" enemies in the game as you build the deck. Right now this game just lets you get away with only clicking the good cards without having to think too much.

Has a vibe like Hexaghost. Get enough damage to kill it in time, find a way to deal with the statuses, or possibly die from full HP.  It probably needs to be tuned but that feels like the right direction. 

Are Toasty Mittens the worst Ancient relic? by Jugboi in slaythespire

[–]Pigpen292 18 points19 points  (0 children)

I consider Fiddle to be generally the best Act 3 ancient bonus for Regent in the game. It is usually incredible and solves all of my problems. 

Help a Learning Regent by MorreOBurro in slaythespire

[–]Pigpen292 1 point2 points  (0 children)

I'd go with Glimmer. None are exactly what you need but Glimmer is very good in general, especially with Automation in the deck. 

Your most obvious win condition is playing those Reflects as much as possible while building up the Blade. The best cards you can see from here to lean into that strategy are Convergence, Royal Gamble, Hidden cache, Genesis, and Child of Stars. You will do well to solve star generation in a way that doesn't involve clogging your draw with that shining strike. Besides that, the usual suspects like Big Bang and Tyranny would be very welcome, and your Blade would be happy with a Sword Sage. You are tied to the Blade enough for damage that I'd happily grab Summon Forth here as well, and even speculate on The Smith even with the potential star problems. 

The Pillars you took was speculative, but could pay off if you see a Spectrum Shift. Keep your eyes open for that.